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Gregory Campbell's Blog


Greg Campbell is a game designer from Milwaukee, WI.  He currently resides near Orlando, FL.  He has a Master of Science degree in Game Design from Full Sail University and a Bachelor of Science degree from California State University-Fullerton.  He does not own cats.

Greg enjoys games of all genres, but has a fondness for RPGs.  These games tend to be patience-based instead of reflex-based, favoring heavy planning, and, sometimes grinding (ugh!).  Greg enjoys optimizing his power as much as practical while playing on the highest difficulty and seeing how balance holds up.

Greg's online portfolio site is  Go there.  Play stuff.


Member Blogs

Posted by Gregory Campbell on Tue, 12 Oct 2021 11:06:00 EDT in Design, Console/PC, Indie, Social/Online, Smartphone/Tablet, VR
With game replayability considered a value-adding asset for a game, Greg Campbell asks, "How can game makers intentionally include replayability to improve their games?"

Posted by Gregory Campbell on Mon, 25 Mar 2019 09:13:00 EDT in Audio, Business/Marketing, Design, Programming, Production, Art
You are here. You want to get there. How you get there may seem like a linear path, but is more likely a Web of Discovery. The exact details of 'here' and 'there' in relation to each other matter not, so long as it is possible to reach there from here.

Posted by Gregory Campbell on Mon, 11 Mar 2019 11:09:00 EDT in Audio, Business/Marketing, Design, Programming, Production, Serious
For game players and game makers, what should people understand of the sometimes overlapping and sometimes contradictory terms of 'humanity' and 'human resources?'

This article considers the matter of Christianity in commercial video games and provides examples - subtle and overt, successful and not - regarding Christian iconography, themes, and references, as well as how authors could make Christian video games.

In this mini-thesis, Greg Campbell explains the pros, cons, causes, and effects of freemium games for companies and players and why alternative payment models are generally better for players, developers, and the gaming industry as a whole.

Posted by Gregory Campbell on Tue, 17 Feb 2015 06:52:00 EST in Design, Console/PC, Indie, Social/Online, Smartphone/Tablet
In games with random shop inventories, letting players preorder in-game items with specific parameters helps keep players excited when getting items. It makes sense lore-wise that big spenders like PCs would want specific spiffy gear to do their job.

Gregory Campbell's Comments

Comment In: [Blog - 04/26/2018 - 09:20]

Thank you all for your ...

Thank you all for your insightful and kind words r n r nSince initially posting this, I updated it slightly to include Diablo II, Warcraft II, and Halo series references.

Comment In: [Blog - 02/09/2015 - 02:28]

All of you, thank you ...

All of you, thank you for your comments r n r nThe sense of delightful discovery is the topic for another article. r n r nDarius Drake, your point about making your own milestones in open games is what I was pondering during a variety of games, such as Dark ...